It is not included in this compendium due to Reddit's character limit. The Damage Reduction Tables for Dungeons, giving the damage reduction required for a given combat style and number of hitpoints, can be referenced for details. It is also important to consider the damage dealt by special attacks, as some special attacks deal extra damage when the player is stunned. This makes it important to consider not just the max hit of the dungeon (as had been done for previous versions), but the specific monster dealing the hit. (Player HP) × (Auto Eat Threshold) > (Max Hit) × (1 - ( (Damage Reduction) × (Damage Reduction Modifier)))Īs of v0.18.0, certain enemies can affect the player's maximum hitpoints and their damage reduction. A dungeon can be safely idled so long as the following is true for each type combat style in the dungeon: The player encounters multiple combat styles, and thus must consider the Combat Triangle when determining the required damage reduction. The multipliers to damage reduction are given below: Player Styleĭungeons present a new issue for idling combat. If the player is using the Hardcore game mode, the penalties for using a weak style increase. Ranged has an advantage, as it has the least penalty to damage reduction when used against the wrong style. This is important to pay attention to, as using the wrong style can potentially halve the effective damage reduction, and using the superior style can give a significant bonus. The Combat Triangle modifies damage reduction according to the player's combat style's strength against the enemy's style. The Wasteful Ring adds 5% to the Auto Eat threshold (for Auto Eat III, this means a threshold of 45%) at high HP levels, this weighs so heavily on the idling calculation as to make it the most useful ring-slot item, being worth potentially several DR points. A potential 130 hitpoints can be gained from Agility obstacles (see the section on Agility for details). The Dragonfire Shield gives an additional 30 hitpoints. Obtaining Finn the Cat as a pet gives a bonus 10 hitpoints, which should be taken into account. Evasion or Accuracy are helpful for minimizing the amount of food needed, but the deciding factor is how big a hit the player can survive. This is what makes damage reduction so important. To idle the Air God Dungeon, the player must be able to survive Voltaire's max hit of 713 this could be done with 900 HP, Auto Eat III, and 50% damage reduction. (Player HP) × (Auto Eat Threshold) > (Max Hit) × (1 - (Damage Reduction))įor example, a player with 500 HP, 10% damage reduction, and Auto Eat II (threshold 30%) could safely idle an enemy with a max hit of 166, but not 167. Thus, an enemy can safely be idled as long as the following is true: As long as the player has enough food to heal, the only attacks that can kill are ones that hit hard enough to bypass auto eat entirely. Whether an enemy or dungeon can be idled is decided by four factors: the enemy's max hit, the purchased level of Auto Eat, the player's maximum Hitpoints, and of course the player's damage reduction. Scroll to the bottom of this post to see calculations on maximum damage reduction. This compendium will hopefully improve this by listing all the relevant information on a single page, and explain how conclusions were drawn.įor information about the damage reduction required to safely idle specific dungeons, refer to the Damage Reduction Tables for Dungeons. Determining hitpoint / damage reduction breakpoints for dungeons is also difficult. The Melvor Idle Wiki does not have much information about damage reduction, and determining how to maximize reduction requires hopping back and forth through several pages. This guide best used alongside Damage Reduction Tables for Dungeons.ĭamage Reduction is the most important combat modifier in the game, and the most difficult to optimize for.
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